// copyright jyz.2024
#pragma once

#include "CoreMinimal.h"
#include "AuraCharacterBase.h"
#include "AuraCharacter.generated.h"

class USpringArmComponent;
class UCameraComponent;

UCLASS()
class AURARPGDEMO_API AAuraCharacter : public AAuraCharacterBase
{
	GENERATED_BODY()
public:
	AAuraCharacter();

	// Server Only
	virtual void PossessedBy(AController* NewController) override;

	//由服务端同步属性
	virtual void OnRep_PlayerState() override;

	/** Begine CombaInterface */
	virtual int32 GetCharacterLevel() const override;
	/** End CombaInterface */

protected:
	UPROPERTY(EditAnywhere,Category="Combat")
	UCameraComponent* MyCamera;
	UPROPERTY(EditAnywhere,Category="Combat")
	USpringArmComponent* MySpringArmComponent;
   	
private:
	virtual void InitAbilityActorInfo() override;
};


